Hello, please help solve the problem, I decompiled the dll, then with the help of notepad ++ did the edits, but when I try to compile, I get the errors 'ID required', 'required;', Invalid element "<" in expression, Invalid element ">" in expression. Even pure not touched only Decompiled file in vs produces the same errors. I made by everything is like the article "Sims 3: Creating a game compatible Visual Studio project" did not help.

I am not really experienced with core modding that much tho I built a few for personal use. I used this tutorial to decompile the dlls. http://www.modthesims.info/showthread.php?t=354419
It's very helpful.
I did not use ILspy to decompile DLLs.
Hopefully someone with ILspy experience can help you out.
Good luck and Happy Simming

I'm using ILspy, and from what I understand, you want to export all the DLL files within, say, the SimIFace DLL file? because that's not going to work out And those DLL files (The main ones, SimIFace, SimsGameplay, etc.) Are references for the script to recognise what methods you're using

I am not really experienced with core modding that much tho I built a few for personal use. I used this tutorial to decompile the dlls. http://www.modthesims.info/showthread.php?t=354419
It's very helpful.
I did not use ILspy to decompile DLLs.
Hopefully someone with ILspy experience can help you out.
Good luck and Happy Simming

I'm using ILspy, and from what I understand, you want to export all the DLL files within, say, the SimIFace DLL file? because that's not going to work out And those DLL files (The main ones, SimIFace, SimsGameplay, etc.) Are references for the script to recognise what methods you're using

Can you explain how you decompile everything and setting things up in steps? maybe it's the way you set things up that might be the issue here?

I do not touch the links in the script at all, and I want to get SimIFace.dll from SimIFace.cs maybe my program is not configured so errors. What should be the settings, you can imagine them in the screenshot?

Ohh wait you're trying to decompile the SimIface as a Cs, that's never gonna work, since the SimIFace is basically the 'package' of all the methods the game uses. If you really want to decompile something you want to use the methods instead. So let's say... Audio or additionalSlotPlacementCheck. Then you click on, audio and highlight it blue. Then CTRL+S to save the code.

However, what I meant in the step by step was your step by step setup. So basically what I meant was :

- I open visual studio
- I import the dll files

etc. Since I'm actually really confused on what you're trying to do here

Ohh wait you're trying to decompile the SimIface as a Cs, that's never gonna work, since the SimIFace is basically the 'package' of all the methods the game uses. If you really want to decompile something you want to use the methods instead. So let's say... Audio or additionalSlotPlacementCheck. Then you click on, audio and highlight it blue. Then CTRL+S to save the code.

However, what I meant in the step by step was your step by step setup. So basically what I meant was :

- I open visual studio
- I import the dll files

etc. Since I'm actually really confused on what you're trying to do here

I compiled part of the code that I changed, but the mod does not work, which instance should I specify?

With instances, are we talking about the 'Using' here or something entirely different?

The fact is that the method does not replace the original in the game, and in fact, how to let the game, know that need to read the method from the documents directory, and not from the scripts.package in the root folder of the base game.

The fact is that the method does not replace the original in the game, and in fact, how to let the game, know that need to read the method from the documents directory, and not from the scripts.package in the root folder of the base game.

The mods folder is given more priority by the game so if you have a file of the same name in your mods folder the game reads that instead of the file in the root folder.

The mods folder is given more priority by the game so if you have a file of the same name in your mods folder the game reads that instead of the file in the root folder.

In the main file there are more than 500 methods and in my mod 1 I can not recompile everything because of errors in vs, but how to make my method read along with the rest, rather than being overwritten by the same from scripts.package

In the main file there are more than 500 methods and in my mod 1 I can not recompile everything because of errors in vs, but how to make my method read along with the rest, rather than being overwritten by the same from scripts.package

I'm getting kinda confused here, have you checked the tutorials in this site? What kind of errors in Visual Studio are we talking here?

Why do you think you have to compile the main file?? You only have to compile your file.

I read these the tutorials! Example:"Identifier expected","Invalid expression term '>' ",
"Invalid expression term '<' ", " ; expected " . Because my mod with one method does not work, reads the method from the main file and not from my file. What are you offering?

So you're getting an error basically right? Well you'll have to fix your error or it won't compile. Why don't you post the code for your mod? We'll see what the problem is. Have you made mods before? Or is this your first time?

So you're getting an error basically right? Well you'll have to fix your error or it won't compile. Why don't you post the code for your mod? We'll see what the problem is. Have you made mods before? Or is this your first time?

I do not understand where this error comes from, I get it, even if I did not edit the code, just decompiled, the code is too large to be represented here, I'm trying to compile all methods at once, because one method does not work in the game. And why does vs create only one references in dll, does not create a references to system and system.Xml? I made, did changes to gameplay and ui resources, a global ones with code changes this will be the first.

I do not understand where this error comes from, I get it, even if I did not edit the code, just decompiled, the code is too large to be represented here, I'm trying to compile all methods at once, because one method does not work in the game. And why does vs create only one references in dll, does not create a references to system and system.Xml? I made, did changes to gameplay and ui resources, a global ones with code changes this will be the first.

Wait you're making changes directly to the resources? No you're not supposed to do that. The recource files like Gameplaysystems, Scriptcore etc are only used as reference to create your mod. Unless you're trying to make a core mod, in that case check out the core modding tutorial link I posted in the previous post. Core modding is pretty difficult tbh. You can't directly change the resource files with visual studio.

Are you making a core mod? Or script mod?
What do you mean decompile all methods at once? I do not understand.

Can you walk me through what you're trying to do? What you have done? How you did it?

skydome, I meant in the gameplay of the folders and ui exported the resources to an empty file in the document directory.
I think it's a fashion script.
This means that in ILSpy_Master_Binaries open the dll file, select it and click File / Save Code ...
The resulting file will have all the methods. When I try to compile, I get an error: 'ICASUINode' is inaccessible due to its protection level.

Quote:

using Sims3.SimIFace;
using Sims3.SimIFace.CAS;
using Sims3.UI.Hud;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;

I agree with skydome, first try the unprotected DLL files, (so don't use the ones you already exported!!, the one that can be found in-game!) But I do have one question, why are you trying to re-compile something that's already been compiled? Because if you will compile it now, (IF you manage to succeed in compiling it, and getting rid of the error of course ) it will certainly break your CAS.

Download the files from this link. Use these files instead of the ones we normally use.

I can not use them, since I'm doing mod on an earlier version of the game, and then gradually I'll get to the latest version. Can I download non-protected dll for version 1.38.151 for example?

Quote:

Originally Posted by Greenplumbbob

I agree with skydome, first try the unprotected DLL files, (so don't use the ones you already exported!!, the one that can be found in-game!) But I do have one question, why are you trying to re-compile something that's already been compiled? Because if you will compile it now, (IF you manage to succeed in compiling it, and getting rid of the error of course ) it will certainly break your CAS.